Join Dan Violet Sagmiller for an in-depth discussion in this video Action behavior, part of Build a Real-Time Strategy Game with Unity 5.
- [Voiceover] We could create a single script…that adds the buttons for a unit,…but I want an architecture that will allow…a designer to set up the units from Unity.…We'll create a special component to do that.…It'll take two scripts.…We'll start in the Scripts folder,…and then select Interactions,…and now we'll create a script called ActionSelect.…Next, we'll go to the Scripts folder and create a folder…underneath it called Actions.…In the Actions folder, we'll create a script…called ActionBehavior.…
Now let's edit it.…Now, ActionBehavior is going to be using Action,…so we'll have to use System,…using System.…Additionally, I want this to be an abstract class…so it doesn't get used by its own,…it gets picked up by other things.…So, I'll start with public abstract.…Next, I need a method that I can have…to be able to extract the ClickAction…from this particular ActionBehavior.…So, I'm going to say public abstract Action…GetClickAction.…
Then I need a field to hold onto…the Sprite for the ButtonPicture.…And I don't need Update or Start,…
AuthorDan Violet Sagmiller
- Adding player positions and start info
- Loading prebuilt levels
- Adding camera moves
- Adding a unit
- Supporting navigation
- Adding unit owners and player objects
- Importing and setting up a HUD map
- Adding unit info and credits
- Creating HUD actions
- Building a command base
- Adding artificial intelligence
- Adding battle actions
Skill Level Intermediate
1. Initial Setup
2. Adding a Unit
3. Navigation Mesh
4. Unit Owner
5. HUD Map
6. Unit Info & Credits
7. HUD Actions
8. Command Base
9. Base AI
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